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Fragment of a discussion from Talk:LiteRumble
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I like the idea, but I think it would be so crowded that it would pretty much reduce to melee strategy. (Having to fight off 8 other bots with 1 ally out there somewhere is not much different than fighting off 9 other bots.) Maybe 3 teams of 3? I've thought about MegaBot TwinDuel for a while...

Voidious19:40, 28 May 2012

I think megabot TwinDuel would be awesome! Although it might reduce to wavesurfing quite quickly. I'd also be interested in a TriDuel - a 3 vs 3. I think having that extra bot will completely change the dynamics compared to twinduel, and make surfing much harder.

Skilgannon20:21, 28 May 2012

Maybe split teamrumble into categories?

5 bots (teamrumble bots)

4 bots (DeltaSquad)

3 bots

2 bots (twin duel bots)

Teams with fewer bots can compete in categories with more bots but not the opposite.

MN20:56, 28 May 2012
 

Imagine 2 melee bots using minimum risk movement (dominant in melee), and 2 bots using provocative movement (dominant in twin duel). The 2 melee bots will be each on a different corner, but the 2 with provocative movement will be on the same corner ganking on the lonely melee bot. But at the same time, 3 bots close together become tasty targets for swarm targeting from other 3 teams.

There must be a balance between minimum risk and provocative movement, or a third undiscovered strategy. Maybe there is still room for inovation.

MN20:35, 28 May 2012

Sure, but that's assuming both bots on both of those teams survive to the final stages of the round, which seems unlikely. And even if both bots on one team survive that long, I think how much energy they've retained from the "pure melee" early stage of the round will be the most important factor. Maybe on a bigger field than 1000x1000, and/or with 3-4 teams instead of 5?

Voidious21:10, 28 May 2012

It assumes ganks in the middle of a battle weakens "pure melee" strategies somewhat. Although not in the same way as in twin duel.

With 3 teams, I believe "shooting the team with lowest energy" 2x1 strategy will dominate. One team is eliminated almost on luck, and the battle is decided between the remaining 2. It happens in most 3 player games.

There is a catch though, since the API doesn´t tell you which bots from the opponents belong to the same team. Which is not a problem in either meleerumble or teamrumble. But estimating it in team melee might be worth. This alone may change the game significantly... or not.

A bigger battlefield or 4 teams seems nice. I thought of 5 teams of 2 bots each to keep the 10 bots total from meleerumble/teamrumble, and 2 bots per team from twin duel. And see strategies from all 3 divisions clashing against each other.

MN21:50, 28 May 2012
 
 

Any of these divisions sounds pretty interesting to me. I think the main hurdle is just getting that first person to write up a 3x3 team or add TwinMelee support to one of their bots. =) Nobody wants to commit the time if nobody else is going to compete, but if someone just does it, I bet others would follow suit...

I'm kind of caught up in my Diamond refactor right now, but maybe I'll make time for something fun soon. ;) Or try running a PerceptualRumble client just for kicks.

Voidious21:40, 29 May 2012

Combat can perform okayish in almost any battle setup, having to change the packaging only. With the exception of handicapped setups like restricted codesize, PerceptualRumble or ExtendsRobot.

MN19:12, 30 May 2012
 

Hmm... all of those divisions do sound interesting to me too. Now it has me thinking about how best to adapt the LunarTwins/Polylunar strategy to a bit different formats...

Rednaxela13:57, 1 June 2012